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Author Topic: Godentost, A Dwarven Planning Project (Community)  (Read 4159 times)

ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #30 on: September 11, 2010, 04:21:45 pm »

I would personally rather have the dwarves receive some form of simpler housing before such overly extensive megaprojects get going - those typically take years and leave the common folk rather endangered in the meantime. Not to mention, having to sleep in a common room is not perhaps something that they would all enjoy.

I am somewhat interested in full descriptions of the other dwarves as well, but obviously, if you have to type them out, you should only go for those who actually ask for their claimed dwarf's sheet.
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #31 on: September 12, 2010, 12:03:03 am »

I understand those concerns. The whole shell idea won't be done all at once; I wouldn't really even call it a megaproject as of yet. One could always dig the burrows first and construct the buildings as needed. Besides, those buildings will probably be more for nobles and community areas than anything (Halls of Dwarven Achievement, anyone?), and thus constructed only as necessary.

I'll scan in and post the sketch I made when I get home from church in the morning; hopefully it will clear things up some. In the meantime, I'm putting this to the vote: Should industry in the first burrows be centralized or decentralized? Here "decentralized" means individual-dwarf or individual-household burrows with relevant workshops in each, sort of like dwarven homesteads, as contrasted with the typical large work areas connected directly to stockpiles and everything. Decentralized would give the fort some character at the expense of efficiency, but efficiency isn't quite so sensitive early in the game, plus it kind of fits with the whole idea of the concept of New Hames, far from the old ways in "The Gate of Controlling" and everything. These working burrows could later become middle-class homes as dormitories and hostels take over for the working and poor classes as the fort grows. Good idea, bad idea?
« Last Edit: September 12, 2010, 12:22:25 am by MelloHero »
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

Aramco

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #32 on: September 12, 2010, 12:10:54 am »

You don't happen to have a save of this fort before you started building stuff do you? I would like one. If not, do you have the embark site and world gen seed? ((I really want to play on this map.)But without it modified at all; I want it totally untouched.)
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Or maybe there's a god who's just completely insane and sends you to Detroit, Michigan in a new body if you ever utter the name "Pat Sajak".

MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #33 on: September 12, 2010, 12:31:07 am »

^I put the worldgen information up in another thread, specifically, this one. http://www.bay12forums.com/smf/index.php?topic=65214.msg1550751

On another note: The volcano's crater proper is farther off to the east. It is on the same region tile, but not local. We are, therefore, "on" the volcano and have access to all the fun and Fun it can provide, but without the volcano's stuff.

Some notes about our civ: The Gates of Controlling is a kingdom farther to the north from our location. I'm not sure if it's contiguous or not, but if it is, a land trek would take much longer than the sea voyage I assumed we had taken. The nearest civilization is a human one, The Primitive Kingdom, and its history page is easily 5 times the length of ours. The closest city of theirs to us is the former goblin fortress of Eviltop. The nearest contiguous dwarven civ is The Corridor of Beasts, which is at war with the humans.

Most interesting civilization name: The Realm of Snuggling.
« Last Edit: September 12, 2010, 12:54:38 am by MelloHero »
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

Aramco

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #34 on: September 12, 2010, 12:39:22 am »

^I put the worldgen information up in another thread, specifically, this one. http://www.bay12forums.com/smf/index.php?topic=65214.msg1550751

Awesome, thanks.

EDIT: After embarking with 4X4 embarks on the whole left side, I thought, "Hey, wouldn't it be faster just to make a big embark cover all of the right side of the embark?" I did as such, and then I was sitting waiting, and it was loading..., loading..., loading..., for ten minutes it loaded. I finally gave up and opened windows task manager. I went clicked Dwarf Fortress, went to hit end task, when I noticed it finished loading! And I had 1 FPS. But I found the crater. And you know what? It was kind of a disappointment.

Spoiler (click to show/hide)

I can work with this though. My best mega project yet! (Excluding my booze-powered space ship.)
« Last Edit: September 12, 2010, 01:25:55 am by Aramco »
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ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #35 on: September 12, 2010, 07:18:36 am »

If you are making the original group's burrows, given Orkun's fondness for scarlet, she would prefer her house to have doors made of Kimberlite, Realgar or Bauxite, whichever is the most common of these in the mountain. How common are graphite and smoky quartz?
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #36 on: September 12, 2010, 11:17:54 am »

Ooo, taking requests! Dfreveal shows plenty of realgar. There is also hematite, which is, granted, more maroon than scarlet, but it's more feasible from an immersion/suspension-of-disbelief perspective.

Also, dfreveal has shown me things. Horrible things...
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #37 on: September 12, 2010, 11:42:29 am »

Horribly fun or horribly boring? If the former, don't spoil them yet.
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Urist Imiknorris

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #38 on: September 12, 2010, 01:08:26 pm »

Put the horrors in spoilers.

You unpaused while revealed, didn't you?

And I'll take a soldier, preferably a hammerdwarf.
« Last Edit: September 12, 2010, 01:10:05 pm by Urist Imiknorris »
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #39 on: September 12, 2010, 02:12:47 pm »

^ I didn't unpause, but what I did see what more than enough. You shall also have your dwarf soon, Urist.

I'll ask again, does the community like the idea of having individual workshops in each home?
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #40 on: September 12, 2010, 02:33:49 pm »

Second wave of migrants, everyone! Four new arrivals this time for a fort population of 17. We have our first married couple, as well.

Rovod Atírmörul, F, 62. Stoneworker. She prefers to consume one-humped camel cheese. I only mention this because I want to ask if it bothers anyone else that that stuff exists in this game, because in reality camel milk doesn't turn into cheese.
Rigòth Tadzuglar, F, 69. Weaponsmith. She is also an adequate brewer and "remarkably flimsy." Married to Ingish Kodkûbuk.
Ingish Kodkûbuk, M, 62. Peasant. Novice in a TON of military skills, Adequate Armor User. He's going into the military, I think, and he'll be Urist's hammerdwarf. Married to Rigòth Tadzuglar.
Ònul Koganakath, F, 68. Planter. She is also a talented swordsdwarf, and adept at armor and shields.
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

ushilzagith

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #41 on: September 12, 2010, 04:08:40 pm »

What? How little time passed between the two waves? Did nothing really happen in between?
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MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #42 on: September 12, 2010, 04:14:36 pm »

^First wave came in the summer; then this one in fall. The caravan just came, also. I'll post screenshots and a proper full update later tonight sometime. For the record, my reaction to the liaison and caravan's arrival was "oh crap, we better get making things." Luckily, Oddom is turning out masterpieces like nobody's business.
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.

elizar

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #43 on: September 12, 2010, 08:19:13 pm »

I want Rigòth. Rename Eliza and keep her a weaponsmith. She went into weaponsmithing because her husband wanted to be in the military, but he had no idea what he would really go settle on. Crossbow? Sword? Hammer? So she made him few weapons to try out, and figured out she was pretty good at it. So she got a bit more education on weaponsmithing, then got the call that some seaside fort was needing some good people making weapons.
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A quick scan of the stocks menu shows that one of the dead pack animals has a bin full of silk cloth!  It is speedily unforbidden, and my moody glassmaker sprints off to retrieve his prize amongst the smoking, charred, blood-soaked ruin that is the outdoors, totally oblivious to the carnage that was instigated on his behalf.

MelloHero

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Re: Godentost, A Dwarven Planning Project (Community)
« Reply #44 on: September 13, 2010, 12:09:18 am »

Second attempt at an update here. I haven't had a proper season update, and traded without screenshots (trinkets for food). I'm continuing on the housing burrows and will post an update with screenshots once every claimed dwarf is housed. However, I do have something for you all now...
Spoiler (click to show/hide)

We were accosted by macaques, stealing Oddom's handicrafts! Excellent, I thought, a chance to try out Ghaz and Urist's military prowess! I sent them to fight the greedy devils. Ghaz quite promptly hacked one in half and ran off in a bloodthirsty trance, and Oddom's dog Sazir even got in on the action, eager to defend his master's livelihood! Sazir bit the nose off of one and then shook it to death, but later sustained some severe gut injuries fighting a second one. He vomited thirteen times. Consecutively. That fight may have been deadly for him had he not been rescued by Ghaz at the last moment.

Kill tally: Ghaz 4, Sazir the Wonderdog 1 (plus one assist), Kol the woodworker 1, Urist 0. Macaques 0.

Monkey kill of the week goes to Kol the woodworker, who was attacked by one while out on the steep hillside. She dodged the macaque's attacks, but slipped and was set upon immediately. Sustaining severe bites to the thigh, abdomen, and breast, she fended the beast off long enough to loosen the hatchet from her belt and chop the monkey's head clean off.

Losses: One bismuth bronze pick (dropped by a migrant), one Ξalunite crownΞ.

Debriefing: Urist got exactly one less kill than a pet dog (not a wardog) and a civilian. Also, Kol will get the next burrow that's ready, as will the master craftsdwarf Oddom and his faithful, brave companion.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

So yeah. Our military has now tasted combat for the first time. Not necessarily the kind we'd want (they WERE a bunch of little monkeys, after all), but still very good.
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Even if you have dwarves decked out in cotton candy they will still have fun with clowns.
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